Basically, Retribution of the Ancients allow you to remove the +1/+1 counter on any number of your creatures to repeat whatever combo you do with undying.
Martyr's Cause can protect yourself, your team mates, your creatures and your team mate's creatures. The oracle text of that card is even stronger than it's printed text...sacrificing one creature will prevent all damage dealt by a Blasphemous Act or Earthquake.
Greater Gargadon offers a sacrifice outlet that cannot be destroyed. It's nice to always have the possibility to sacrifice your creatures whenever you need. In response to a Swords to Plowshares for example.
Skullclamp and sacrifice makes you draw like hell and once you manage to sneak a Flayer of the Hatebound in play, it will start to get oppressive since it can deal a lot of damage.
Cauldron of Souls is another way to continue bringing back your creatures.
I can cast Bring to Light into Mastermind's Acquisition to get any card from my sideboard. I try to put low-mana cost cards in my sideboard so I can possibly play them even if I already spent 5 manas during the turn.
Congregate is strong in the kind of games that I play because I often have someone that I need to keep alive.
Dark Intimations is a great idea...I should run at least one...sucks that I ordered cards before seeing this one...I totally need this in my next card order.
Any idea about how to spawn multiple creatures with 4 power with something that costs 5 or less ?
Hi, I have a 5-colors deck in which I am trying to bring out the best of Bring to Light. This deck is only played in multiplayer games...I have 2 to 4 opponents in these games. 3 or 4 opponents is typical...2 opponents is more rare.
I ordered a playset of Banshee of the Dread Choir, Herald of the Host and Warchief Giant to combo the Myriad ability with Temur Ascendancy and to use Bring to Light to search for the creature. That way, I can trigger Temur Ascendancy several times in the turn that they come into play and I can deal a lot of damage if things go well. Yes, that is a bit of wishful thinking but the deck also has a lot of cards to help if the game doesn't go well. I plan to remove several creatures and play 2 of each of the 3 Myriad creatures listed above.
Another card that I like with Temur Ascendancy is Saproling Burst...with which I can put three 4/4 creatures that will allow me to draw 3 cards and attack for 12 on the turn it comes into play. Sadly I cannot search for enchantments with Bring to Light.
Yeah, taking out Skullclamp in a 24 creatures deck kinda feels bad but I have 50ish clamps spread around 39 decks so I like to come up with new ways to draw cards so I'm willing to give Bomat Courier a chance =)
Update...added 2 Brave the sands...I initially thought that exerting a creature would tap it. I realized my mistake =). I also switched Skullclamp for Bomat Courier
1) It's cheaper to cast/equip
2) Deathtouch allows to kill big stuff with the 4 damage blast
Still, I dont think I will run that equipment because it's not that strong if Glorybringer isn't in play...it doesn't have a strong interaction with anything else in the deck (except maybe survivors...it would net me more life if the collar was equipped but that's about it).
The printed text on Reconnaissance mentions that once a creature is untapped by Reconnaissance, it doesn't deal or receive combat damage this turn
Since the current rule text on Reconnaissance is "0: Remove target attacking creature you control from combat and untap it.", the ability doesn't prevent the creature from dealing damage in a second combat step that would occur, let's say, by activating the ability of Combat Celebrant.
I could attack with Combat Celebrant, exert it, deal damage, untap it with Reconnaissance, attack with it again during the second combat phase, deal damage again and untap it again at end of combat with Reconnaissance.
The mechanic is that there is a phase, after combat damage, when creatures are still in combat and can be untapped...allowing me to work around the drawback of the extert ability.
I will probably add 2 Glare of Subdual to abuse the fact that all my creatures will be untapped.
I'm looking for more suggestions to add. Feel free to suggest.
I played it last week in a 3 vs 3 game. Each team has a general at 30 life and two soldiers at 20 life. The game ends when the general of a team dies.
Turn 2: Krark's Thumb
Turn 3: Failed Fiery Gambit
Turn 4: Impulsive Maneuvers (This one saved two damage on my general who was getting hard-pressed by quick decks, he was already at 18 life while the opposing general was untouched).
Turn 5: Fiery Gambit for 6 damage on every opponent, draw 9, untap my lands (2 mana left), play Sol Ring, Fiery Gambit again for 6 damage, draw 9, untap my lands (5 mana left), I could have Forked it but didnt want to push my luck. I then cast two Demigod of Revenge with their damage doubled by Impulsive Maneuvers for a total of 32 damage on their general...game over =) ..I could have cast Glacial Crevasses instead to offer protection for my general for quite a while but I had a chance to go for the kill so I went for it.
The major weakness of this deck is that it has no mana acceleration...I often end up casting Fork on Cultivate or Kodama's Reach though.
Impulsive Maneuvers is very strong...even without the thumb in play, it's a great defensive card. When half their creatures dont deal damage, you only have to block/Skred the ones that can deal damage. And when you have the thumb, the cards is nuts...you have your word to say in every combat. Two maneuvers on the table is also even stronger defensively. Without the thumb, only 1 creature out of 4 will end up dealing damage.
4 Butcher Ghoul
4 Hound of Griselbrand
3 Flayer of the Hatebound
4 Greater Gargadon
Artifacts (8)
1 Sol Ring
4 Skullclamp
2 Helm of Possession
1 Cauldron of Souls
4 Retribution of the Ancients
2 Martyr's Cause
2 Dictate of Erebos
Spells (7)
1 Demonic Tutor
4 Crackling Doom
1 Orim's Thunder
1 Utter End
Lands (22)
4 Mountain
3 Swamp
4 Plains
1 Phyrexian Tower
2 Orzhov Basilica
2 Boros Garrison
2 Rakdos Carnarium
2 Urborg, Tomb of Yawgmoth
2 Nomad Outpost
Basically, Retribution of the Ancients allow you to remove the +1/+1 counter on any number of your creatures to repeat whatever combo you do with undying.
Martyr's Cause can protect yourself, your team mates, your creatures and your team mate's creatures. The oracle text of that card is even stronger than it's printed text...sacrificing one creature will prevent all damage dealt by a Blasphemous Act or Earthquake.
Greater Gargadon offers a sacrifice outlet that cannot be destroyed. It's nice to always have the possibility to sacrifice your creatures whenever you need. In response to a Swords to Plowshares for example.
Skullclamp and sacrifice makes you draw like hell and once you manage to sneak a Flayer of the Hatebound in play, it will start to get oppressive since it can deal a lot of damage.
Cauldron of Souls is another way to continue bringing back your creatures.
Here is what I think I will build:
4 Sakura-Tribe Elder
1 Yidris, Maelstrom Wielder
1 Siege Rhino
1 Dack's Duplicate
4 Banshee of the Dread Choir
1 Warchief Giant
1 Maelstrom Wanderer
Enchantments (5)
4 Temur Ascendancy
1 Saproling Burst
Artifact (1)
1 Sol Ring
Spells (20)
4 Crackling Doom
1 Wheel of Fortune
1 Supreme Verdict
1 Decimate
2 Pir's Whim
3 Windgrace's Judgment
4 Bring to Light
1 All Suns' Dawn
1 Mastermind's Acquisition
1 Aether Gale
1 Time Warp
1 Dark Intimations
4 Exotic Orchard
2 Bountiful Promenade
2 Luxury Suite
2 Sea of Clouds
3 Spire Garden
2 Morphic Pool
1 Pillar of the Paruns
1 Swamp
1 Forest
1 Island
1 Mountain
1 Plains
1 Prophet of Kruphix
1 Balance
1 Expropriate
1 Infernal Reckoning
1 Day of Judgment
1 Congregate
1 Hull Breach
1 Parallax Wave
1 Syphon Mind
1 Swords to Plowshares
1 Return to Dust
1 All Suns' Dawn
1 Constant Mists
1 Shatterstorm
1 Time Spiral
I can cast Bring to Light into Mastermind's Acquisition to get any card from my sideboard. I try to put low-mana cost cards in my sideboard so I can possibly play them even if I already spent 5 manas during the turn.
Congregate is strong in the kind of games that I play because I often have someone that I need to keep alive.
Any idea about how to spawn multiple creatures with 4 power with something that costs 5 or less ?
Here is the current state of the deck:
4 Sakura-Tribe Elder
2 Yidris, Maelstrom Wielder
1 Siege Rhino
2 Dack's Duplicate
1 Obzedat, Ghost Council
1 Puppeteer Clique
1 Consuming Aberration
1 Wasitora, Nekoru Queen
1 Maelstrom Wanderer
Enchantments (5)
4 Temur Ascendancy
1 Saproling Burst
1 Sol Ring
Spells (19)
4 Crackling Doom
1 Wheel of Fortune
1 Supreme Verdict
1 Decimate
3 Pir's Whim
3 Windgrace's Judgment
4 Bring to Light
1 Aether Gale
1 Time Warp
Lands (21)
4 Exotic Orchard
2 Bountiful Promenade
2 Luxury Suite
2 Sea of Clouds
3 Spire Garden
2 Morphic Pool
1 Pillar of the Paruns
1 Swamp
1 Forest
1 Island
1 Mountain
1 Plains
I want to find more cards that interact well with Bring to Light and Temur Ascendancy.
I ordered a playset of Banshee of the Dread Choir, Herald of the Host and Warchief Giant to combo the Myriad ability with Temur Ascendancy and to use Bring to Light to search for the creature. That way, I can trigger Temur Ascendancy several times in the turn that they come into play and I can deal a lot of damage if things go well. Yes, that is a bit of wishful thinking but the deck also has a lot of cards to help if the game doesn't go well. I plan to remove several creatures and play 2 of each of the 3 Myriad creatures listed above.
Another card that I like with Temur Ascendancy is Saproling Burst...with which I can put three 4/4 creatures that will allow me to draw 3 cards and attack for 12 on the turn it comes into play. Sadly I cannot search for enchantments with Bring to Light.
Thanks for any help/advice you can offer.
Kain
4 Bomat Courier
4 Glory-bound Initiate
2 Najeela, the Blade-Blossom
3 Combat Celebrant
4 Resolute Survivors
2 Vizier of the True
4 Glorybringer
1 Angel of Glory's Rise
1 Sol Ring
Enchantments (6)
4 Reconnaissance
2 Brave the Sands
Spells (8)
1 Demonic Tutor
4 Crackling Doom
2 Orim's Thunder
1 Wrath of God
4 Luxury Suite
9 Plains
6 Mountain
2 Swamp
Let me know what you think
1) It's cheaper to cast/equip
2) Deathtouch allows to kill big stuff with the 4 damage blast
Still, I dont think I will run that equipment because it's not that strong if Glorybringer isn't in play...it doesn't have a strong interaction with anything else in the deck (except maybe survivors...it would net me more life if the collar was equipped but that's about it).
The printed text on Reconnaissance mentions that once a creature is untapped by Reconnaissance, it doesn't deal or receive combat damage this turn
Since the current rule text on Reconnaissance is "0: Remove target attacking creature you control from combat and untap it.", the ability doesn't prevent the creature from dealing damage in a second combat step that would occur, let's say, by activating the ability of Combat Celebrant.
I could attack with Combat Celebrant, exert it, deal damage, untap it with Reconnaissance, attack with it again during the second combat phase, deal damage again and untap it again at end of combat with Reconnaissance.
All of this is correct ?
Thanks for your help,
Kain
4 Glory-bound Initiate
2 Najeela, the Blade-Blossom
3 Combat Celebrant
4 Resolute Survivors
2 Vizier of the True
4 Glorybringer
1 Angel of Glory's Rise
1 Sol Ring
4 Skullclamp
Enchantments (4)
4 Reconnaissance
Spells (9)
1 Enlightened Tutor
1 Demonic Tutor
4 Crackling Doom
2 Orim's Thunder
1 Wrath of God
4 Luxury Suite
9 Plains
6 Mountain
3 Swamp
Let me know what you think
4x Reconnaissance
I expect to build it around exert cards. stuff like:
4 Glorybringer
2 Combat Celebrant
The mechanic is that there is a phase, after combat damage, when creatures are still in combat and can be untapped...allowing me to work around the drawback of the extert ability.
I will probably add 2 Glare of Subdual to abuse the fact that all my creatures will be untapped.
I'm looking for more suggestions to add. Feel free to suggest.
Emerald Medallion could also be interesting.
3 Sakura-Tribe Elder
3 Woolly Thoctar
1 Siege Rhino
2 Dack's Duplicate
3 Yidris, Maelstrom Wielder
1 Obzedat, Ghost Council
1 The Mimeoplasm
1 Prophet of Kruphix
1 Maelstrom Archangel
1 Chromanticore
1 Broodmate Dragon
1 Sol Ring
Enchantment (7)
2 Earnest Fellowship
4 Temur Ascendancy
1 The Eldest Reborn
Spells (11)
4 Crackling Doom
1 Wheel of Fortune
2 Utter End
4 Bring to Light
Lands (23)
1 Forest
1 Plains
1 Island
1 Mountain
1 Swamp
1 Mossfire Valley
1 Wooded Bastion
1 Izzet Boilerworks
1 Twilight Mire
2 Opulent Palace
2 Sandsteppe Citadel
2 Mystic Monastery
4 Exotic Orchard
4 Pillar of the Paruns
Here is my flip deck, if it can give you ideas...it's been faring really well in my games...
4 Demigod of Revenge
2 Combustible Gearhulk
1 Etali, Primal Storm
2 Molten Primordial
Artifacts (5)
1 Sol Ring
4 Krark's Thumb
2 Glacial Crevasses
4 Impulsive Maneuvers
Spells (18)
4 Skred
2 Shattering Spree
4 Fork
1 Wheel of Fortune
4 Fiery Gambit
2 Mob Rule
1 Blasphemous Act
22 Snow-Covered Mountain
I played it last week in a 3 vs 3 game. Each team has a general at 30 life and two soldiers at 20 life. The game ends when the general of a team dies.
Turn 2: Krark's Thumb
Turn 3: Failed Fiery Gambit
Turn 4: Impulsive Maneuvers (This one saved two damage on my general who was getting hard-pressed by quick decks, he was already at 18 life while the opposing general was untouched).
Turn 5: Fiery Gambit for 6 damage on every opponent, draw 9, untap my lands (2 mana left), play Sol Ring, Fiery Gambit again for 6 damage, draw 9, untap my lands (5 mana left), I could have Forked it but didnt want to push my luck. I then cast two Demigod of Revenge with their damage doubled by Impulsive Maneuvers for a total of 32 damage on their general...game over =) ..I could have cast Glacial Crevasses instead to offer protection for my general for quite a while but I had a chance to go for the kill so I went for it.
The major weakness of this deck is that it has no mana acceleration...I often end up casting Fork on Cultivate or Kodama's Reach though.
Impulsive Maneuvers is very strong...even without the thumb in play, it's a great defensive card. When half their creatures dont deal damage, you only have to block/Skred the ones that can deal damage. And when you have the thumb, the cards is nuts...you have your word to say in every combat. Two maneuvers on the table is also even stronger defensively. Without the thumb, only 1 creature out of 4 will end up dealing damage.